Cyberpunk 2077 Path Tracing High Settings FSR 1080p | RX 7900 XTX | R9 7900X 3D



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Check out how the Sapphire AMD RX 7900 XTX Nitro+ and Ryzen 9 7900X 3D performs in, Cyberpunk 2077 using the Ray Tracing Overdrive Path Tracing Demo at High settings FSR 1080p.

My PC Specification
AMD Ryzen 9 7900X 3D
Asus ROG Strix X670E-F Gaming WIFIMotherboard
Sapphire Nitro+ RX 7900 XTX
G.Skill Trident Z5 RGB 6400Mhz @6200MHz DDR5 32GB 16×2 CL32-39-39-28 1.4v
Custom Waterloop
EK CoolStream XE 360mm Radiator
EK-WB Velocity AMD Waterblock
XSPC Photon X270 Reservoir V2 with D5 Vario Pump.
AMD (Radeon) Software Adrenalin 23.2.2
HX1000i PSU
TeamGroup L5 3D Lite 480GB
Samsung 480GB 850 EVO
SanDisk 256GB
Samsung 128GB M.2
LG B9 “55” 120Hz 4K HDR Smart TV.
Thermal Take View 71 Full Tower Case

#7900x3d #rx7900xtx #cyberpunk2077 #pathtracing

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37 thoughts on “Cyberpunk 2077 Path Tracing High Settings FSR 1080p | RX 7900 XTX | R9 7900X 3D”

  1. Good enough, this is an NVIDIA tech demo everyone knows that, CDPR instead of improving the games AI, physics, side quests and adding what they promised us in the trailers, they're catering to NVIDIA features that not even an $1600 GPU can properly play natively at 60FPS outside of 1080p.

    CDPR herself ditched this engine and this RT implementation, since they will use Unreal Engine 5 in their next games, Lumen+Nanite will offer way better scaling for AMD GPU's in the future when it comes to RT.

    Reply
  2. This chasing for RT everything (especially with Nvidia proprietary features) is very concerning. Just one thing in Games 100% need with RT/PT – reflections, reflections ARE NEED quality and very fast Ray/Patchtracing to replace SSR, in every game with modern hardware. Everything else – rasterization… Just better. And way less demanding(if properly done). Yes, it needs more clever work from devs, but if it's made with passion – results are just unbelievable. (GT7 on "mid" PS5 is the very great example).
    PC gaming future now are kinda of dark.

    IT'S MY SUBJECTIVE OPINION! SUBJECTIVE!

    Reply
  3. RTXDI is part of the Path Tracing SDK. This entire implementation is an Nvidia tech demo. And I don't think anyone will use this method unless nvidia pays them. The fact that their api can be fired on Radeons is already something. 😉

    Reply
  4. This is a tech preview and all but yeah, CDPR has to improve their implementation of path tracing here. Having to run the game at 360p just to get 60fps on average on an RX 7900 XTX is a bit much lol

    Reply
  5. Whether people like it or not, it is noticeable from afar that it is rescaled, I don't know why there are people who say that FSR competes against DLSS, when you see this… what would their arguments be?….. that's the point of DLSS, it is not that I activate it and notice that it is rescaled, but that I activate it and think that it is not rescaled, that is why there is no argument that supports that FSR competes with DLSS or that "FSR is AMD's DLSS": I don't know because they think that DLSS is only performance, when the magic of DLSS is that keeping the native image quality gives you more performance.

    Reply

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